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Fixed in 0.3.0-preview
Votes
0
Found in [Package]
0.0.9-preview
Issue ID
1091953
Regression
No
[OSX] Unity beachballs when coming out of sleep
Migrated bug from GitHub: https://github.com/Unity-Technologies/InputSystem/issues/225
On OSX, with a project using the new input system, when putting computer to sleep and then resuming, Unity will become unresponsive. It seems to be hanging in an IOCTL.
1472 Thread_14970753 DispatchQueue_1: com.apple.main-thread (serial)
+ 1472 start (in libdyld.dylib) + 1 [0x7fff7344e015]
+ 1472 main (in Unity) + 9 [0x1006e3c99]
+ 1472 EditorMain(int, char const**) (in Unity) + 839 [0x1006e3817]
+ 1472 NSApplicationMain (in AppKit) + 804 [0x7fff48aa1a72]
+ 1472 -[NSApplication run] (in AppKit) + 764 [0x7fff48ad2885]
+ 1472 -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] (in AppKit) + 3044 [0x7fff49273e34]
+ 1472 _DPSNextEvent (in AppKit) + 2085 [0x7fff48adda73]
+ 1472 _BlockUntilNextEventMatchingListInModeWithFilter (in HIToolbox) + 64 [0x7fff4a82c884]
+ 1472 ReceiveNextEventCommon (in HIToolbox) + 613 [0x7fff4a82cb06]
+ 1472 RunCurrentEventLoopInMode (in HIToolbox) + 286 [0x7fff4a82cd96]
+ 1472 CFRunLoopRunSpecific (in CoreFoundation) + 483 [0x7fff4b542153]
+ 1472 __CFRunLoopRun (in CoreFoundation) + 2427 [0x7fff4b542d5b]
+ 1472 __CFRunLoopDoTimers (in CoreFoundation) + 346 [0x7fff4b54b78a]
+ 1472 __CFRunLoopDoTimer (in CoreFoundation) + 1095 [0x7fff4b54bc87]
+ 1472 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ (in CoreFoundation) + 20 [0x7fff4b54c014]
+ 1472 __NSFireTimer (in Foundation) + 83 [0x7fff4d6b6739]
+ 1472 -[EditorApplication TickTimer] (in Unity) + 142 [0x1006c4e0e]
+ 1472 Application::TickTimer() (in Unity) + 7522 [0x101a3e4f2]
+ 1472 InitializeModule_Input()::editorBeforeUpdateRegistrator::Forward() (in Unity) + 90 [0x1022a697a]
+ 1472 InputUpdate(InputUpdateType) (in Unity) + 407 [0x1022a5fc7]
+ 1472 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) (in Unity) + 106 [0x10102f5da]
+ 1472 mono_runtime_invoke (in libmono.0.dylib) + 117 [0x141136946]
+ 1472 ??? (in libmono.0.dylib) load address 0x141000000 + 0x9d3a [0x141009d3a]
+ 1472 ??? (in <unknown binary>) [0x14a6e0d93]
+ 1472 ??? (in <unknown binary>) [0x1273fff3f]
+ 1472 ??? (in <unknown binary>) [0x12735c22a]
+ 1472 ??? (in <unknown binary>) [0x12735d07d]
+ 1472 ??? (in <unknown binary>) [0x12736b790]
+ 1472 ??? (in <unknown binary>) [0x13f40c329]
+ 1472 ??? (in <unknown binary>) [0x13f40c5dd]
+ 1472 InputDeviceIOCTL(int, int, void*, int) (in Unity) + 53 [0x1022a5935]
+ 1472 ReadWriteLock::ReadLock() (in Unity) + 453 [0x10075e1f5]
+ 1472 PlatformSemaphore::WaitForSignal() (in Unity) + 24 [0x1028b7628]
+ 1472 _dispatch_semaphore_wait_slow (in libdispatch.dylib) + 101 [0x7fff7341c979]
+ 1472 _dispatch_sema4_wait (in libdispatch.dylib) + 16 [0x7fff73424893]
+ 1472 semaphore_wait_trap (in libsystem_kernel.dylib) + 10 [0x7fff73595246]
Rene-Damm commented on Aug 17
Seems to only happen sometimes.
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